Weapons & Gear


Arcane Fighter:

Two-seater fast and agile arcane fighter is truly one of a kind. Custom built for use on Nelanther's Hope, it sacrifices armor for speed and packs a definite punch with it's forward firing twin-linked lighting guns.

Arcane Fighter:

Fly: 20 (hover)

Overland: 25

HP: 150

AC: 25

Attack: +7 vs. AC (add pilots Dex modifier and 1/2 level to attack bonus)

Special: The arcane fighter has the ability to fire it's lightning cannons in 3 modes:

1 - Standard Mode: Each cannon fires once per round doing standard damage. (3d10 rolled 2x)

2 - Quick Burst Mode: Each cannon fires twice per round (3d10 rolled 4x) but each burst roll damage is HALVED.

3 - Overcharge Mode: The pilot spends a Minor Action to overcharge the cannons. Each cannon fires once, adding +15 to each cannons damage output (3d10 rolled 2x +15 x2). Upon doing this the cannons are unable to fire during the pilot's next turn and must cool down during that turn before being available the turn after.

Effect: Firing the cannons in overcharge mode for an extended period (max of 3 times per encounter) causes undue stress to the cannons and can result in their malfunction or disruption. Consult the chart below to determine the extent of the damage if the cannons are fired in overcharge mode MORE than 3x per encounter:

Roll a D4:

4 - Cannons overheat and require an additional turn to cool down for a total of 2 turns. Other modes of fire are not available.

3 - Cannons become unreliable and a Save Throw must be made when firing each cannon regardless of mode chosen. If the cannons fail their save, they do not fire for that turn and the Save must be retried on the next turn.

2 - Cannons become completely inoperative and must be repaired before they can be used again.

1 - Each cannon explodes, inflicting  2d10 + 5 damage in a Burst 2 area of effect centered on the cannon.



 Two side mounted lightning cannons grace the arcane fighter, providing some decisive firepower.

Steam Tank - Light:

HP 175 Space 2 squares by 3 squares Cost 200,000gp
AC 27; Fortitude 18, Reflex 9
Crew: 2
Storage: 100lbs
Speed 10

Driver
The Driver must remain behind the wheel or maneuvering apparatus in order to keep control of the vehicle
Load
  Two Medium creatures; One Hundred Pounds of Cargo
Out of Control
An out-of-control Steam Tank moves forward at half speed.
Cannon
A Steam Tank usually comes with a cannon, that can be used to attack a single creature.

Close Burst 1 within 10; +7 vs AC 2d12 + 5 damage Cannon User adds 1/2 level and 1/2 Dex modifier to the cannons attack. Re-Loading the Cannon takes 1 round.

 

Gnomish Dim-Glow Goggles:

These goggles of Gnomish design magically attach to the users face and form a comfortable seal to protect the wearers eyes. The lens of the goggles tint automatically to adjust for bright light, and alternatively grant the wearer Low-Light vision if they do not already possess it, nor does it enhance that vision in any way. A character with low-light vision can see in dim light as though it were bright light.

"Myth" Cannon:

The flying city of Nelanther's Hope has amongst it's repertoire of defenses and tricks a large primary cannon (nick-named a "Myth Cannon") meant for land-based and/or large air-going targets. When not in use the cannon is stored below ground and when deployed a system of clockwork, gears, and steam hoses maneuvers the cannon into position above the city or below it. The cannon taps directly into the mythallar that powers the city and is a potent weapon.

Myth Cannon:
Space: 5 squares x 7 squares
HP: 175
AC: 20

Non-Armor Defenses:
Reflex: 10
Fortitude: 25

Attack: +20 vs. AC (add operators Dex modifier and 1/2 level to attack bonus)
Damage: Percentile Die roll x 10.

Special:

- Deployment: The Myth Cannon, if stowed, must be deployed before firing as it will not fire in a stowed state. If deployed in an encounter, it takes 3 turns for the Myth Cannon to be ready to fire, wither shooting from above or below the city.

- Sighting In: The operator of the Myth Cannon must spend their Standard Action aligning the cannon with it's intended target using the city's targeting system. If you do not change the target, the operator then only must spend a Minor Action per turn to keep the cannon on target. If the cannon is re-aligned to a new target, the operator must spend that Standard Action to sight it back in.

- Cooldown: The Myth Cannon can only be fired once every other turn.

 

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